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Soldier


Hit Points

Hit Dice: d8 per Soldier level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Soldier level after 1st

Proficiences

Armor: Light armor, medium armor
Weapons: Simple weapons, rifles, pistols, and vehicle weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, History, Insight, Medicine, and Persuasion

Overview & Creation

Soldiers are hardened warriors in a galaxy filled with confiict and terror. They are heavily trained and wizened by countless deployments that put them in the most hostile environments imaginable. Planets and planetoids with extreme and unusual conditions serve as hotspots for galactic war. Soldiers battle strange alien creatures, survive flukes of science, and, most importantly, engage with their enemies.
As such, the soldier is primarily a Wisdom class, relying on sharp senses and the situational instincts that only come from difficult encounters. Soldier is modeled after the cleric class from the Player’s Handbook, as Soldiers employ gambits but also serve as front-line combatants. They’re a hybrid of training and natural ability, staying vigilant and making the most of the gambits they have available.

Level Proficiency Bonus Features Tricks Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Gambit Pulling, Military Specialty 3 2
2nd +2 Guts & Glory (1/rest), Specialty feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Forced Surrender (CR 1/2) 4 4 3 2
6th +3 Guts & Glory (2/rest), Specialty feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Forced Surrender (CR1), Specialty feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Military Intervention 5 4 3 3 3 2
11th +4 Forced Surrender (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Forced Surrender (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Forced Surrender (CR 4), Specialty feature 5 4 3 3 3 2 1 1 1 1
18th +6 Guts & Glory (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Military Intervention Improvement 5 4 3 3 3 3 2 2 1 1

 


Class Features

Battlefield Experience


Due to your training and experience in battle, you have the following features.

Insightful Aim


You may use your Wisdom modifier rather than your Dexterity modifier for attack rolls with ranged weapons, including vehicle weapons.

Cover Tactics


Whenever you are behind cover, the bonus to AC provided is 2 points higher. For example, half cover would provide +4 AC rather than just +2

Military Specialty


Choose one specialty related to your military training: Commando, Medic, or Scout. Each specialty is detailed at the end of the class description. Your choice grants you access to a list of specialty gambits and other features when you choose it at 1st level. It also grants you additional ways to use Guts & Glory when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Specialty Gambits


Each specialty has a list of specialty gambits that you gain at the Soldier levels noted in the specialty description. Once you gain a specialty gambit, you always have it prepared and it doesn’t count against the number of gambits you can prepare each day. If you have a specialty gambit that doesn’t appear on the Soldier gambit list, the gambit is nonetheless a Soldier gambit for you.

Guts & Glory


At 2nd level, you gain the ability to draw upon your training and experience in the heat of battle, using those moments to guide enhance your combat prowess. You start with two such effects: Turn the Tide and another effect determined by your specialty. Some specialties grant you additional effects as you advance in levels, as noted in the specialty description.
When you use Guts & Glory, you choose which effect to create. You must then finish a short or long rest to use Guts & Glory again.
Some Guts & Glory effects require saving throws. When you use such an effect from this class, the DC equals your Soldier gambit save DC.
Beginning at 6th level, you can use Guts & Glory twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Guts & Glory: Turn the Tide


You call upon your force of will to turn the tide of battle. As an action, you raise your weapon and yell encouragement to your allies and insults at your foes. Each sapient creature that can see or hear you within 30 feet must make a Wisdom save. If a creature fails, it is turned for 1d6 rounds or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Force Surrender


Starting at 5th level, when a creature fails its saving throw against your Turn the Tide feature, the creature surrenders if its challenge rating is at or below a certain threshold, as shown in the Forced Surrender table.

Forced Surrender
Soldier Level Creatures Surrender of CR . . .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Military Intervention


Beginning at 10th level, you can call on your government or other sponsoring organization to intervene on your behalf when your need is great. Imploring your government’s aid requires you to use your action while you have access to a communications device or a government/military official. Describe the assistance you seek and then roll percentile dice. If you roll a number equal to or lower than your Soldier level, your government intervenes. The DM chooses the nature of the intervention, but it usually takes the form of ships and troops deployed to the region.
If your government intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• a knife
• a rifle and 3 rifle ammunition packs
• a pistol and 1 pistol ammunition pack
• (a) trooper armor or (b) armored spacesuit (if proficient)
• a military pack


Spellcasting

Gambit Pulling


As a warrior drilled and educated militaristically, you can pull Soldier gambits.

Tricks


At 1st level, you know a combined total of three tricks of your choice from the Arsenal, Influence, and Tactics gambit lists. You learn additional Soldier tricks of your choice at higher levels, as shown in the Tricks Known column of the Soldier table, chosen from those three schools.

Preparing and Pulling Gambits


The Soldier table shows how many gambit slots you have to pull your gambits of 1st level and higher. To pull one of these gambits, you must expend a slot of the gambit’s level or higher. You regain all expended gambit slots when you finish a long rest. After each long rest you prepare the list of Soldier gambits that are available for you to pull. Choose several Soldier gambits when you do so, equal to your Wisdom modifier + your Soldier level (minimum of one gambit). The gambits must be of a level for which you have gambit slots. Soldiers have access to the Arsenal, Influence, and Tactics schools from which to select their prepared gambits.
For example, if you are a 3rd-level Soldier, you have four 1st-level and two 2nd-level gambit slots. With a Wisdom of 16, your list of prepared gambits can include six gambits of 1st or 2nd level, in any combination. If you prepare the 1st-level gambit Barrage of Insults, you can employ it using a 1st-level or 2nd-level slot. Pulling the gambit doesn’t remove it from your list of prepared gambits.
You can change your list of prepared gambits when you finish a long rest. Preparing a new list of Soldier gambits requires time spent in contemplation and gear preparation: at least 1 minute per gambit level for each gambit on your list.

Gambit Pulling Ability


Wisdom is your gambit pulling ability for your Soldier gambits. The power of your gambits comes from your wartime experience and intense training. You use your Wisdom whenever a Soldier gambit refers to your gambit pulling ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Soldier gambit you pull and when making an attack roll with one.
Gambit save DC = 8 + your proficiency bonus + your Wisdom modifier
Gambit attack modifier = your proficiency bonus + your Wisdom modifier


Subclass Options

Commando


You are specialized at hit-and-run tactics and infiltration into hostile enemy territory. You’re the bravest of the brave, mastering weapons and armor in ways few other Soldiers manage.

Commando Gambits


Soldier Level Gambits
1st Endure, Improvise Grenade
3rd Adapt to Survive, Locate Weakness
5th Compromise Integrity, Play Dead
7th Disruption, Plant Explosive
9th Contagion, Misdirection

Bonus Proficiency


When you choose this specialty at 1st level, you gain proficiency with heavy armor and with all weapons.

Guts & Glory: War is Hell


You’ve seen some hellish things and lived to tell about it. Few things scare you now. Starting at 2nd level you can use your Guts & Glory to become immune to Influence gambits, as well as fear and charm effects, for one hour. During this time you have advantage on Charisma and Wisdom saves.

Strike Hard


Beginning at 6th level, you become a master at hitting hard from the shadows. You are proficient in the Stealth skill. Whenever you hit a medium or small size creature that you are hidden from with a melee attack, that creature is knocked prone.

Run and Gun


At 8th level your ability to use hit-and-run tactics in small engagements is refined, allowing you to make a ranged attack as a bonus action at the end or beginning of your movement during a Dash action. Vehicles: This ability may be used when you are at a gunnery Battle Station of a vehicle if you are also the pilot.

War Stories


Upon reaching 17th level, you can convey your war experiences to others around you. Friendly creatures within 30ft who can hear you benefit from the effects of your War is Hell ability for the duration.

Medic

Medics are Soldiers trained to soothe and suture in the heat of combat. Nerves of steel and battle-tested techniques give you the ability to keep your unit going even under heavy fire.

Medic Gambits


Soldier Level Gambits
1st Remote Treatment, Wound Treatment
3rd Advanced Treatment, Cure
5th Defibrillation, Mass Remote Treatment
7th Life Support, Toughening
9th Greater Cure, Mass Wound Treatment

Medical Training


At 1st level you are proficient in the Medicine skill and your proficiency bonus is doubled when using it.

Effective Methods


Starting at 1st level, your healing gambits are more effective. Whenever you use a gambit of 1st level or higher to restore Hit Points to a living creature, the creature regains additional Hit Points equal to 2 + the gambit’s level.

Guts & Glory: Battlefield Triage


You have treated the wounded in the worst conditions imaginable. Starting at 2nd level you can use your Guts & Glory to draw upon those moments to aid your decisiveness. As an action you begin assessing the situation, immediately learning the current and maximum Hit Points for all creatures you can see within 30ft. For the next ten minutes, whenever you pull a gambit that heals Hit Points or treats a disease for a living creature, you may pull it again that round as a bonus action without expending additional gambit slots.

Mobile Treatment


Starting at 6th level, you may move one willing or unconscious creature within 5 feet along with you whenever you move on your turn. Must be no more than 1 size larger than you.

Unfazed and Unnoticed


You are used to dealing with explosions and weapons fire while attempting your work. At 8th level you have advantage on Dexterity saves to avoid area attacks. Also, whenever you spend your action to use the Medicine skill or to pull a healing gambit, you count as behind half cover until the beginning of your next turn. Your Cover Tactics feature applies to this cover.

Rescue


At 17th level your ability to treat patients on the move now allows you to employ a Medicine school gambit as a bonus action at the end of your movement in a Dash action, so long as the gambit heals one or more creatures. This may be coupled with the effects of Mobile Treatment, allowing you to take a willing creature with you in the Dash before administering aid.

Scout


You’ve trained as a reconnaissance expert, providing vital Intel to your unit and the powers that be. You’re particularly good at staying unnoticed and retreating when it looks like your presence has been revealed.

Scout Gambits


Soldier Level Gambits
1st Observation, Lose the Tail
3rd Lay of the Land, Traversal
5th Nondetection, Protection from Energy
7th Freedom of Movement, Track Creature
9th Insect Lure, Survey

Wilderness Skills


At 1st level you are proficient in the Survival and Stealth skills.

Sniper Position


Also at 1st level, you’ve learned to line up shots from a sniper position. So long as you are prone, your ranged weapon attacks deal 1d4 additional points of damage. Additionally, while prone you count as behind half cover to creatures more than 10 feet away. This cover bonus benefits from your Cover Tactics feature.

Guts & Glory: Behind Enemy Lines


You are adept at moving with stealth in the best and most heavily guarded locations. At 2nd level you may use your Guts & Glory as an action to become invisible to any creature against which you have half cover or better, except during rounds in which you have made attacks. This effect lasts for 1 hour.

Reconnoiter


Starting at 6th level, allies and friendly NPCs who can see you may ignore cover when making attacks against targets you can see. Vehicles: All vehicles in your squadron ignore the cover of vehicles you can sense, so long as you are at a sensors Battle Station.

Trail Blazer


At 8th level, you are constantly charting routes to the places you go, making sure returning will be easier the second time. Whenever you plot a course to a place you’ve been before, the travel time for you and anyone traveling with you is halved. This only applies to vehicles travel movement outside of combat. Vehicles: All vehicles in your squadron benefit from this reduced travel time.

Enemy Weakness


Beginning at 17th level you become acutely aware of the weaknesses in enemy defenses. At the beginning of your turn designate one creature or vehicle you can see. All attacks made by you and your squad against that target are made with advantage until the beginning of your next turn. Vehicles: All vehicles in your squadron have advantage on attacks against the target, so long as you are at a sensors Battle Station.


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